entity 01 WIP
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~ start
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do Patient.marker.fill(0)
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set Patient.dialog_tree = Patient.build_dialog_tree([])
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do Globals.release_display.emit("[color=orange_red]ERROR[/color]")
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do Globals.terminate_display.emit("[color=orange_red]ERROR[/color]")
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set Globals.buttons_activated = false
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[#peaceful] A pale man stands before you, seemingly naked, eyes and mouth shut, looking somehow muscular and famished at the same time.
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~ part_1
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- Who are you ?
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=> part_2
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- What do you want ?
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=> part_2
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- What did you do ? Why's my computer malfunctioning ?
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=> part_2
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- Why are you naked ?
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=> part_2
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- Listen up you starving old fart, you better stop whatever bullshit you're doing, or you're in for a reaaally bad time.
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=> part_2
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~ part_2
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do Patient.marker[1] = 2
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????: [#peaceful] ...
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[#neutral] As he opens his eye and mouths, a ragged, raspy voice pours out of both his mouths, every vowel trickling down squirming, blood-red tongues.
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~ part_2_0
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????: [#neutral] [color=orange]... iS... tHe SkY... bLuE ?[/color]
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- What the fuck is this oh my god [if Patient.dialog_tree[21] == "not_asked"]
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set Patient.dialog_tree[21] = "asked"
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=> part_angry
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- How do you even eat ? Do you throw food in both your mouths at the same time ? [if Patient.dialog_tree[22] == "not_asked"]
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set Patient.dialog_tree[22] = "asked"
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=> part_angry
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- That would depend on the definition of "blue". [if Patient.dialog_tree[23] == "not_asked"]
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set Patient.dialog_tree[23] = "asked"
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=> part_angry
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- No, the sky is not blue.
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=> part_angry
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- Yes, the sky is blue indeed.
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=> part_3
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~ part_3
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do Patient.marker[1] = 3
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[#smiling] The creature's facial features stretch. It seems pleased.
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~ part_3_0
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[#neutral] [color=orange_red]... dO YoU... lIke ME ?[/color]
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- Yes, I do.
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=> part_angry
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- You look frankly disgusting.
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=> part_4
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- We barely know each other, give it some time, dude.
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=> part_4
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- You remind me of when I wake up, but infinitely worse.
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=> part_4
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- You are beautiful. Never let anyone tell you otherwise.
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=> part_angry
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~ part_4
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do Patient.marker[1] = 4
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[#smiling] The creature's facial features stretch. It seems pleased.
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~ part_4_0
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~ part_5
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do Patient.marker[1] = 5
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[#smiling] The creature's facial features stretch. It seems pleased.
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~ part_5_0
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~ part_angry
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if Patient.marker[2] >= 2
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=> part_bad_end
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else
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do Patient.marker[2] += 1
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if Patient.marker[2] == 1
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[#irritated] The creature's mouths distort with annoyance. Provoking it again seems unwise.
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????: [#angry] [color=orange_red]... aNsWeR... ME.[/color]
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elif Patient.marker[2] == 2
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[#angry] The creature's eye reddens with exasperation. Angering it again is akin to certain death.
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????: [#angry] [color=red]... eNoUgH... pRaTTlE.[/color]
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if Patient.marker[1] == 2
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=> part_2_0
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elif Patient.marker[1] == 3
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=> part_3_0
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elif Patient.marker[1] == 4
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=> part_4_0
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elif Patient.marker[1] == 5
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=> part_5_0
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~ part_bad_end
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[#abnormal1] The creature howls with rage at your answers. As its features contort in a grotesque parody of fury, you feel your mind melt into nothingness.
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do UI.entity_game_over.reveal()
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=> END
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~ terminate
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Musaka Rahata: [#itthatsmiles2] [color=red]I... WILL... HAVE... YOU.[/color]
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do Globals.color_change.emit("red")
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do Globals.clear_patient.emit("terminate")
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=> END
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~ release
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Musaka Rahata: [#itthatsmiles2] [color=red]I... WILL... HAVE... YOU.[/color]
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do Globals.color_change.emit("green")
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do Globals.clear_patient.emit("release")
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=> END
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@@ -0,0 +1,16 @@
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[remap]
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importer="dialogue_manager"
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importer_version=15
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type="Resource"
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uid="uid://ccx4ga5we86xv"
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path="res://.godot/imported/entity_01.dialogue-fc322f98dd7f306db15f7a2de4320292.tres"
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[deps]
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source_file="res://Dialogues/Entities/entity_01.dialogue"
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dest_files=["res://.godot/imported/entity_01.dialogue-fc322f98dd7f306db15f7a2de4320292.tres"]
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[params]
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defaults=true
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@@ -0,0 +1,8 @@
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initial_emotion="peaceful"
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name="?????????"
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age="??"
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profession="??????????"
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psychiatric_assessment="??????????????"
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abnormal_symptoms="?????????????"
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status="abnormal"
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type="entity"
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